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Module Wrapper.Weapon

Wrapper - Weapon functions.

Main Features:

  • Convenient access to DCS API functions
  • Track weapon and get impact position
  • Get launcher and target of weapon
  • Define callback function when weapon impacts
  • Define callback function when tracking weapon
  • Mark impact points on F10 map
  • Put coloured smoke on impact points

Additional Material:

  • Demo Missions: GitHub
  • YouTube videos: None
  • Guides: None

Author: funkyfranky


Global(s)

Global WEAPON

In the long run, the sharpest weapon of all is a kind and gentle spirit. -- Anne Frank


The WEAPON Concept

The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.

#WEAPON WEAPON

In the long run, the sharpest weapon of all is a kind and gentle spirit. -- Anne Frank


The WEAPON Concept

The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.

Probably, the most striking highlight is that the position of the weapon can be tracked and its impact position can be determined, which is not possible with the native DCS scripting engine functions.

Note that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like getByName(). They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.

Tracking

The status of the weapon can be tracked with the WEAPON.StartTrack function. This function will try to determin the position of the weapon in (normally) relatively small time steps. The time step can be set via the WEAPON.SetTimeStepTrack function and is by default set to 0.01 seconds.

Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point. The impact point can be accessed with the WEAPON.GetImpactVec3 or WEAPON.GetImpactCoordinate functions.

Impact Point Marking

You can mark the impact point on the F10 map with WEAPON.SetMarkImpact.

You can also trigger coloured smoke at the impact point via WEAPON.SetSmokeImpact.

Callback functions

It is possible to define functions that are called during the tracking of the weapon and upon impact, which help you to customize further actions.

Callback on Impact

The function called on impact can be set with WEAPON.SetFuncImpact

Callback when Tracking

The function called each time the weapon status is tracked can be set with WEAPON.SetFuncTrack

Target

If the weapon has a specific target, you can get it with the WEAPON.GetTarget function. Note that the object, which is returned can vary. Normally, it is a UNIT but it could also be a STATIC object.

Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.

You can get the target name with the WEAPON.GetTargetName function.

The distance to the target is returned by the WEAPON.GetTargetDistance function.

Category

The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the WEAPON.GetCategory function.

You can check if the weapon is a

Parameters

You can get various parameters of the weapon, e.g.

Dependencies

This class is used (at least) in the MOOSE classes:

  • RANGE (to determine the impact points of bombs and missiles)
  • ARTY (to destroy and replace shells with smoke or illumination)
  • FOX (to destroy the missile before it hits the target)

Type(s)

Fields and Methods inherited from WEAPON Description

WEAPON.ClassName

Name of the class.

WEAPON:Destroy(Delay)

Destroy the weapon object.

WEAPON:GetCoalition()

Get coalition.

WEAPON:GetCountry()

Get country.

WEAPON:GetDCSObject()

Get DCS object.

WEAPON:GetImpactCoordinate()

Get the impact coordinate.

WEAPON:GetImpactHeading(AccountForMagneticInclination)

Get the heading of the weapon when it impacted.

WEAPON:GetImpactVec3()

Get the impact position vector.

WEAPON:GetLauncher()

Get the unit that launched the weapon.

WEAPON:GetReleaseAltitudeAGL()

Get the altitude above ground level at which the weapon was released

WEAPON:GetReleaseAltitudeASL()

Get the altitude above sea level at which the weapon was released

WEAPON:GetReleaseCoordinate()

Get the coordinate where the weapon was released

WEAPON:GetReleaseHeading(AccountForMagneticInclination)

Get the heading on which the weapon was released

WEAPON:GetReleasePitch()

Get the pitch of the unit when the weapon was released

WEAPON:GetSpeed(ConversionFunction)

Get speed of weapon.

WEAPON:GetTarget()

Get the target, which the weapon is guiding to.

WEAPON:GetTargetDistance(ConversionFunction)

Get the distance to the current target the weapon is guiding to.

WEAPON:GetTargetName()

Get name the current target the weapon is guiding to.

WEAPON:GetTypeName()

Get type name.

WEAPON:GetVec2()

Get the current 2D position vector.

WEAPON:GetVec3()

Get the current 3D position vector.

WEAPON:GetVelocityVec3()

Get velocity vector of weapon.

WEAPON:InAir()

Check if weapon is in the air.

WEAPON:IsBomb()

Check if weapon is a bomb.

WEAPON:IsExist()

Check if weapon object (still) exists.

WEAPON:IsMissile()

Check if weapon is a missile.

WEAPON:IsRocket()

Check if weapon is a rocket.

WEAPON:IsShell()

Check if weapon is a shell.

WEAPON:IsTorpedo()

Check if weapon is a torpedo.

WEAPON:New(WeaponObject)

Create a new WEAPON object from the DCS weapon object.

WEAPON:SetDistanceInterceptPoint(Distance)

Set distance of intercept point for estimated impact point.

WEAPON:SetFuncImpact(FuncImpact, ...)

Set callback function when weapon impacted or was destroyed otherwise, i.e. cannot be tracked any more.

WEAPON:SetFuncTrack(FuncTrack, ...)

Set callback function when weapon is tracked and still alive.

WEAPON:SetMarkImpact(Switch)

Mark impact point on the F10 map.

WEAPON:SetSmokeImpact(Switch, SmokeColor)

Put smoke on impact point.

WEAPON:SetTimeStepTrack(TimeStep)

Set track position time step.

WEAPON:SetVerbosity(VerbosityLevel)

Set verbosity level.

WEAPON:StartTrack(Delay)

Start tracking the weapon until it impacts or is destroyed otherwise.

WEAPON:StopTrack(Delay)

Stop tracking the weapon by removing the scheduler function.

WEAPON:_GetIP(Distance)

Compute estimated intercept/impact point (IP) based on last known position and direction.

WEAPON:_TrackWeapon(time)

Track weapon until impact.

WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

WEAPON.coalition

Coalition ID.

WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

WEAPON.country

Country ID.

WEAPON.desc

Descriptor table.

WEAPON.distIP

Distance in meters for the intercept point estimation.

WEAPON.dtTrack

Time step in seconds for tracking scheduler.

WEAPON.impactArg

Optional arguments for the impact callback function.

WEAPON.impactCoord

Impact coordinate.

WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

WEAPON.impactSmokeColor

Colour of impact point smoke.

WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

WEAPON.launcher

Launcher DCS unit.

WEAPON.launcherName

Name of launcher unit.

WEAPON.launcherUnit

Launcher Unit.

WEAPON.lid

Class id string for output to DCS log file.

WEAPON.name

Name of the weapon object.

WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

WEAPON.releaseAltitudeAGL

WEAPON.releaseAltitudeASL

WEAPON.releaseCoordinate

WEAPON.releaseHeading

WEAPON.releasePitch

WEAPON.target

Last known target.

WEAPON.trackArg

Optional arguments for the track callback function.

WEAPON.trackFunc

Callback function when weapon is tracked and alive.

WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

WEAPON.typeName

Type name of the weapon.

WEAPON.vec3

Last known 3D position vector of the tracked weapon.

WEAPON.verbose

Verbosity level.

WEAPON.version

WEAPON class version.

WEAPON.weapon

The DCS weapon object.

Fields and Methods inherited from POSITIONABLE Description

WEAPON:AddCargo(Cargo)

Add cargo.

WEAPON.CargoBayCapacityValues

WEAPON:CargoItemCount()

Get cargo item count.

WEAPON:ClearCargo()

Clear all cargo.

WEAPON.DefaultInfantryWeight

WEAPON:Destroy(GenerateEvent)

Destroys the POSITIONABLE.

WEAPON:Explode(power, delay)

Triggers an explosion at the coordinates of the positionable.

WEAPON:Flare(FlareColor)

Signal a flare at the position of the POSITIONABLE.

WEAPON:FlareGreen()

Signal a green flare at the position of the POSITIONABLE.

WEAPON:FlareRed()

Signal a red flare at the position of the POSITIONABLE.

WEAPON:FlareWhite()

Signal a white flare at the position of the POSITIONABLE.

WEAPON:FlareYellow()

Signal a yellow flare at the position of the POSITIONABLE.

WEAPON:GetAirspeedIndicated(oatcorr)

Returns the indicated airspeed (IAS).

WEAPON:GetAirspeedTrue()

Returns the true airspeed (TAS).

WEAPON:GetAltitude()

Returns the altitude above sea level of the POSITIONABLE.

WEAPON:GetAoA()

Returns the Angle of Attack of a POSITIONABLE.

WEAPON:GetBeacon()

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

WEAPON:GetBoundingBox()

Get the bounding box of the underlying POSITIONABLE DCS Object.

WEAPON:GetBoundingRadius(MinDist)

Get the bounding radius of the underlying POSITIONABLE DCS Object.

WEAPON:GetCargo()

Get all contained cargo.

WEAPON:GetCargoBayFreeWeight()

Get Cargo Bay Free Weight in kg.

WEAPON:GetCargoBayWeightLimit()

Get Cargo Bay Weight Limit in kg.

WEAPON:GetClimbAngle()

Returns the climb or descent angle of the POSITIONABLE.

WEAPON:GetCoord()

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

WEAPON:GetCoordinate()

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

WEAPON:GetDCSObject()

Returns the DCS object.

WEAPON:GetGroundSpeed()

Returns the horizonal speed relative to eath's surface.

WEAPON:GetHeading()

Returns the POSITIONABLE heading in degrees.

WEAPON:GetHeight()

Returns the POSITIONABLE height above sea level in meters.

WEAPON:GetLaserCode()

Get the last assigned laser code

WEAPON:GetMessage(Message, Duration, Name)

Returns a message with the callsign embedded (if there is one).

WEAPON:GetMessageText(Message, Name)

Returns the message text with the callsign embedded (if there is one).

WEAPON:GetMessageType(Message, MessageType, Name)

Returns a message of a specified type with the callsign embedded (if there is one).

WEAPON:GetObjectSize()

Get the object size.

WEAPON:GetOffsetCoordinate(x, y, z)

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

WEAPON:GetOrientation()

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

WEAPON:GetOrientationX()

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

WEAPON:GetOrientationY()

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

WEAPON:GetOrientationZ()

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

WEAPON:GetPitch()

Returns the pitch angle of a POSITIONABLE.

WEAPON:GetPointVec2()

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

WEAPON:GetPointVec3()

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

WEAPON:GetPosition()

Returns a pos3 table of the objects current position and orientation in 3D space.

WEAPON:GetPositionVec3()

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

WEAPON:GetRadio()

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

WEAPON:GetRandomVec3(Radius)

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

WEAPON:GetRelativeCoordinate(x, y, z)

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

WEAPON:GetRelativeVelocity(Positionable)

Get relative velocity with respect to another POSITIONABLE.

WEAPON:GetRoll()

Returns the roll angle of a unit.

WEAPON:GetSize()

WEAPON:GetSpot()

Get the Spot

WEAPON:GetTroopCapacity()

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

WEAPON:GetVec2()

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

WEAPON:GetVec3()

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

WEAPON:GetVelocity()

Returns the Core.Velocity object from the POSITIONABLE.

WEAPON:GetVelocityKMH()

Returns the POSITIONABLE velocity in km/h.

WEAPON:GetVelocityKNOTS()

Returns the POSITIONABLE velocity in knots.

WEAPON:GetVelocityMPS()

Returns the POSITIONABLE velocity in meters per second.

WEAPON:GetVelocityVec3()

Returns the POSITIONABLE velocity Vec3 vector.

WEAPON:GetYaw()

Returns the yaw angle of a POSITIONABLE.

WEAPON:HasCargo(Cargo)

Returns if carrier has given cargo.

WEAPON:InAir()

Returns true if the POSITIONABLE is in the air.

WEAPON:IsAboveRunway()

Returns if the Positionable is located above a runway.

WEAPON:IsAir()

Returns if the unit is of an air category.

WEAPON:IsCargoEmpty()

Is cargo bay empty.

WEAPON:IsGround()

Returns if the unit is of an ground category.

WEAPON:IsInZone(Zone)

Returns true if the unit is within a Core.Zone.

WEAPON:IsLasing()

Check if the POSITIONABLE is lasing a target.

WEAPON:IsNotInZone(Zone)

Returns true if the unit is not within a Core.Zone.

WEAPON:IsShip()

Returns if the unit is of ship category.

WEAPON:IsSubmarine()

Returns if the unit is a submarine.

WEAPON:LaseCoordinate(Coordinate, LaserCode, Duration)

Start Lasing a COORDINATE.

WEAPON:LaseOff()

Stop Lasing a POSITIONABLE.

WEAPON:LaseUnit(Target, LaserCode, Duration)

Start Lasing a POSITIONABLE.

WEAPON.LaserCode

WEAPON:Message(Message, Duration, Name)

Send a message to the players in the Wrapper.Group.

WEAPON:MessageToAll(Message, Duration, Name)

Send a message to all coalitions.

WEAPON:MessageToBlue(Message, Duration, Name)

Send a message to the blue coalition.

WEAPON:MessageToClient(Message, Duration, Client, Name)

Send a message to a client.

WEAPON:MessageToCoalition(Message, Duration, MessageCoalition, Name)

Send a message to a coalition.

WEAPON:MessageToGroup(Message, Duration, MessageGroup, Name)

Send a message to a Wrapper.Group.

WEAPON:MessageToRed(Message, Duration, Name)

Send a message to the red coalition.

WEAPON:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)

Send a message to a Core.Set#SET_GROUP.

WEAPON:MessageToSetUnit(Message, Duration, MessageSetUnit, Name)

Send a message to a Core.Set#SET_UNIT.

WEAPON:MessageToUnit(Message, Duration, MessageUnit, Name)

Send a message to a Wrapper.Unit.

WEAPON:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name)

Send a message to a coalition.

WEAPON:MessageTypeToGroup(Message, MessageType, MessageGroup, Name)

Send a message of a message type to a Wrapper.Group.

WEAPON:New(PositionableName)

Create a new POSITIONABLE from a DCSPositionable

WEAPON.PositionableName

WEAPON:RemoveCargo(Cargo)

Remove cargo.

WEAPON:SetCargoBayWeightLimit(WeightLimit)

Set Cargo Bay Weight Limit in kg.

WEAPON:Smoke(SmokeColor, Range, AddHeight)

Smoke the POSITIONABLE.

WEAPON:SmokeBlue()

Smoke the POSITIONABLE Blue.

WEAPON:SmokeGreen()

Smoke the POSITIONABLE Green.

WEAPON:SmokeOrange()

Smoke the POSITIONABLE Orange.

WEAPON:SmokeRed()

Smoke the POSITIONABLE Red.

WEAPON:SmokeWhite()

Smoke the POSITIONABLE White.

WEAPON.Spot

WEAPON.__

WEAPON.coordinate

Coordinate object.

WEAPON.pointvec3

Point Vec3 object.

Fields and Methods inherited from IDENTIFIABLE Description

WEAPON:GetCallsign()

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

WEAPON:GetCategory()

Returns object category of the DCS Identifiable.

WEAPON:GetCategoryName()

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

WEAPON:GetCoalition()

Returns coalition of the Identifiable.

WEAPON:GetCoalitionName()

Returns the name of the coalition of the Identifiable.

WEAPON:GetCountry()

Returns country of the Identifiable.

WEAPON:GetCountryName()

Returns country name of the Identifiable.

WEAPON:GetDesc()

Returns Identifiable descriptor.

WEAPON:GetName()

Returns DCS Identifiable object name.

WEAPON:GetThreatLevel()

Gets the threat level.

WEAPON:GetTypeName()

Returns the type name of the DCS Identifiable.

WEAPON:HasAttribute(AttributeName)

Check if the Object has the attribute.

WEAPON.IdentifiableName

The name of the identifiable.

WEAPON:IsAlive()

Returns if the Identifiable is alive.

WEAPON:New(IdentifiableName)

Create a new IDENTIFIABLE from a DCSIdentifiable

Fields and Methods inherited from OBJECT Description

WEAPON:Destroy()

Destroys the OBJECT.

WEAPON:GetID()

Returns the unit's unique identifier.

WEAPON:New(ObjectName)

Create a new OBJECT from a DCSObject

WEAPON.ObjectName

The name of the Object.

Fields and Methods inherited from BASE Description

WEAPON.ClassID

The ID number of the class.

WEAPON.ClassName

The name of the class.

WEAPON.ClassNameAndID

The name of the class concatenated with the ID number of the class.

WEAPON:ClearState(Object, StateName)

Clear the state of an object.

WEAPON:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

WEAPON:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

WEAPON:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

WEAPON:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

WEAPON:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

WEAPON:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

WEAPON:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

WEAPON:E(Arguments)

Log an exception which will be traced always.

WEAPON:EventDispatcher()

Returns the event dispatcher

WEAPON:EventRemoveAll()

Remove all subscribed events

WEAPON:F(Arguments)

Trace a function call.

WEAPON:F2(Arguments)

Trace a function call level 2.

WEAPON:F3(Arguments)

Trace a function call level 3.

WEAPON:GetClassID()

Get the ClassID of the class instance.

WEAPON:GetClassName()

Get the ClassName of the class instance.

WEAPON:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

WEAPON:GetEventPriority()

Get the Class Core.Event processing Priority.

WEAPON:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

WEAPON:GetState(Object, Key)

Get a Value given a Key from the Object.

WEAPON:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

WEAPON:I(Arguments)

Log an information which will be traced always.

WEAPON:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

WEAPON:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

WEAPON:IsTrace()

Enquires if tracing is on (for the class).

WEAPON:New()

BASE constructor.

WEAPON:OnEvent(EventData)

Occurs when an Event for an object is triggered.

WEAPON:OnEventBDA(EventData)

BDA.

WEAPON:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

WEAPON:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

WEAPON:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

WEAPON:OnEventDead(EventData)

Occurs when an object is dead.

WEAPON:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

WEAPON:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

WEAPON:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

WEAPON:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

WEAPON:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

WEAPON:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

WEAPON:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

WEAPON:OnEventKill(EventData)

Occurs on the death of a unit.

WEAPON:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

WEAPON:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

WEAPON:OnEventLandingQualityMark(EventData)

Landing quality mark.

WEAPON:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

WEAPON:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

WEAPON:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

WEAPON:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

WEAPON:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

WEAPON:OnEventParatrooperLanding(EventData)

Weapon add.

WEAPON:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

WEAPON:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

WEAPON:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

WEAPON:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

WEAPON:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

WEAPON:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

WEAPON:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

WEAPON:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

WEAPON:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

WEAPON:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

WEAPON:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

WEAPON:OnEventTriggerZone(EventData)

Trigger zone.

WEAPON:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

WEAPON:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

WEAPON:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

WEAPON:ScheduleStop(SchedulerID)

Stops the Schedule.

WEAPON.Scheduler

WEAPON:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

WEAPON:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

WEAPON:T(Arguments)

Trace a function logic level 1.

WEAPON:T2(Arguments)

Trace a function logic level 2.

WEAPON:T3(Arguments)

Trace a function logic level 3.

WEAPON:TraceAll(TraceAll)

Trace all methods in MOOSE

WEAPON:TraceClass(Class)

Set tracing for a class

WEAPON:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

WEAPON:TraceLevel(Level)

Set trace level

WEAPON:TraceOff()

Set trace off.

WEAPON:TraceOn()

Set trace on.

WEAPON:TraceOnOff(TraceOnOff)

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

WEAPON:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

WEAPON._

WEAPON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

WEAPON:_Serialize(Arguments)

(Internal) Serialize arguments

WEAPON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

WEAPON.__

WEAPON:onEvent(event)

The main event handling function...

WEAPON class.

Field(s)

#string WEAPON.ClassName

Name of the class.

#number WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

#number WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

#number WEAPON.coalition

Coalition ID.

Core.Point#COORDINATE WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

#number WEAPON.country

Country ID.

DCS#Desc WEAPON.desc

Descriptor table.

#number WEAPON.distIP

Distance in meters for the intercept point estimation.

#number WEAPON.dtTrack

Time step in seconds for tracking scheduler.

#table WEAPON.impactArg

Optional arguments for the impact callback function.

#boolean WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

#number WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

#function WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible

#boolean WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

#boolean WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

#number WEAPON.impactSmokeColor

Colour of impact point smoke.

DCS#Vec3 WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

Safe the last velocity of the weapon. This is needed to get the impact heading

DCS#Unit WEAPON.launcher

Launcher DCS unit.

#string WEAPON.launcherName

Name of launcher unit.

#string WEAPON.lid

Class id string for output to DCS log file.

#string WEAPON.name

Name of the weapon object.

DCS#Position3 WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

Wrapper.Unit#UNIT WEAPON.target

Last known target.

#table WEAPON.trackArg

Optional arguments for the track callback function.

#function WEAPON.trackFunc

Callback function when weapon is tracked and alive.

#number WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

#boolean WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

#string WEAPON.typeName

Type name of the weapon.

DCS#Vec3 WEAPON.vec3

Last known 3D position vector of the tracked weapon.

#number WEAPON.verbose

Verbosity level.

#string WEAPON.version

WEAPON class version.

DCS#Weapon WEAPON.weapon

The DCS weapon object.

Function(s)

Destroy the weapon object.

Defined in:

WEAPON

Parameter:

#number Delay

Delay before destroy in seconds.

Return value:

self

Get coalition.

Defined in:

WEAPON

Return value:

#number:

Coalition ID.

Get country.

Defined in:

WEAPON

Return value:

#number:

Country ID.

Get DCS object.

Defined in:

WEAPON

Return value:

The weapon object.

Get the impact coordinate.

Note that this might not exist if the weapon has not impacted yet!

Defined in:

WEAPON

Return value:

Impact coordinate (if any).

Get the heading of the weapon when it impacted.

Note that this might not exist if the weapon has not impacted yet!

Defined in:

WEAPON

Parameter:

#bool AccountForMagneticInclination

(Optional) If true will account for the magnetic declination of the current map. Default is true

Return value:

#number:

Heading

Get the impact position vector.

Note that this might not exist if the weapon has not impacted yet!

Defined in:

WEAPON

Return value:

Impact position vector (if any).

Get the unit that launched the weapon.

Defined in:

WEAPON

Return value:

Laucher unit.

Get the altitude above ground level at which the weapon was released

Defined in:

WEAPON

Return value:

#number:

Altitude in meters

Get the altitude above sea level at which the weapon was released

Defined in:

WEAPON

Return value:

#number:

Altitude in meters

Get the coordinate where the weapon was released

Defined in:

WEAPON

Return value:

Impact coordinate (if any).

Get the heading on which the weapon was released

Defined in:

WEAPON

Parameter:

#bool AccountForMagneticInclination

(Optional) If true will account for the magnetic declination of the current map. Default is true

Return value:

#number:

Heading

Get the pitch of the unit when the weapon was released

Defined in:

WEAPON

Return value:

#number:

Degrees

Get speed of weapon.

Defined in:

WEAPON

Parameter:

#function ConversionFunction

(Optional) Conversion function from m/s to desired unit, e.g. UTILS.MpsToKmph.

Return value:

#number:

Speed in meters per second.

Get the target, which the weapon is guiding to.

Defined in:

WEAPON

Return value:

The target object, which can be a UNIT or STATIC object.

Get the distance to the current target the weapon is guiding to.

Defined in:

WEAPON

Parameter:

#function ConversionFunction

(Optional) Conversion function from meters to desired unit, e.g. UTILS.MpsToKmph.

Return value:

#number:

Distance from weapon to target in meters.

Get name the current target the weapon is guiding to.

Defined in:

WEAPON

Return value:

#string:

Name of the target or "None" if no target.

Get type name.

Defined in:

WEAPON

Return value:

#string:

The type name.

Get the current 2D position vector.

Defined in:

WEAPON

Return value:

Current position vector in 2D.

Get the current 3D position vector.

Defined in:

WEAPON

Return value:

Current position vector in 3D.

Get velocity vector of weapon.

Defined in:

WEAPON

Return value:

Velocity vector with x, y and z components in meters/second.

Check if weapon is in the air.

Obviously not really useful for torpedos. Well, then again, this is DCS...

Defined in:

WEAPON

Return value:

#boolean:

If true, weapon is in the air and false if not. Returns nil if weapon object itself is nil.

Check if weapon is a bomb.

Defined in:

WEAPON

Return value:

#boolean:

If true, is a bomb.

Check if weapon object (still) exists.

Defined in:

WEAPON

Return value:

#boolean:

If true, the weapon object still exists and false otherwise. Returns nil if weapon object itself is nil.

Check if weapon is a missile.

Defined in:

WEAPON

Return value:

#boolean:

If true, is a missile.

Check if weapon is a rocket.

Defined in:

WEAPON

Return value:

#boolean:

If true, is a missile.

Check if weapon is a shell.

Defined in:

WEAPON

Return value:

#boolean:

If true, is a shell.

Check if weapon is a torpedo.

Defined in:

WEAPON

Return value:

#boolean:

If true, is a torpedo.

Create a new WEAPON object from the DCS weapon object.

Defined in:

WEAPON

Parameter:

DCS#Weapon WeaponObject

The DCS weapon object.

Return value:

self

Set distance of intercept point for estimated impact point.

If the weapon cannot be tracked any more, the intercept point from its last known position and direction is used to get a better approximation of the impact point. Can be useful when using longer time steps in the tracking and still achieve a good result on the impact point. It uses the DCS function getIP.

Defined in:

WEAPON

Parameter:

#number Distance

Distance in meters. Default is 50 m. Set to 0 to deactivate.

Return value:

self

Set callback function when weapon impacted or was destroyed otherwise, i.e. cannot be tracked any more.

Defined in:

WEAPON

Parameters:

#function FuncImpact

Function called once the weapon impacted.

...

Optional function arguments.

Return value:

self

Usage:

-- Function called on impact.
local function OnImpact(Weapon)
  Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
end

-- Set which function to call.
myweapon:SetFuncImpact(OnImpact)

-- Start tracking.
myweapon:Track()

Set callback function when weapon is tracked and still alive.

The first argument will be the WEAPON object. Note that this can be called many times per second. So be careful for performance reasons.

Defined in:

WEAPON

Parameters:

#function FuncTrack

Function called during tracking.

...

Optional function arguments.

Return value:

self

Mark impact point on the F10 map.

This requires that the tracking has been started.

Defined in:

WEAPON

Parameter:

#boolean Switch

If true or nil, impact is marked.

Return value:

self

Put smoke on impact point.

This requires that the tracking has been started.

Defined in:

WEAPON

Parameters:

#boolean Switch

If true or nil, impact is smoked.

#number SmokeColor

Color of smoke. Default is SMOKECOLOR.Red.

Return value:

self

Set track position time step.

Defined in:

WEAPON

Parameter:

#number TimeStep

Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.

Return value:

self

Set verbosity level.

Defined in:

WEAPON

Parameter:

#number VerbosityLevel

Level of output (higher=more). Default 0.

Return value:

self

Start tracking the weapon until it impacts or is destroyed otherwise.

The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many calculations per second need to be carried out.

Defined in:

WEAPON

Parameter:

#number Delay

Delay in seconds before the tracking starts. Default 0.001 sec.

Return value:

self

Stop tracking the weapon by removing the scheduler function.

Defined in:

WEAPON

Parameter:

#number Delay

(Optional) Delay in seconds before the tracking is stopped.

Return value:

self

Compute estimated intercept/impact point (IP) based on last known position and direction.

Defined in:

WEAPON

Parameter:

#number Distance

Distance in meters. Default 50 m.

Return value:

Estimated intercept/impact point. Can also return nil, if no IP can be determined.

Track weapon until impact.

Defined in:

WEAPON

Parameter:

DCS#Time time

Time in seconds.

Return value:

#number:

Time when called next or nil if not called again.

Field(s)

#string WEAPON.ClassName

Name of the class.

#number WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

#number WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

#number WEAPON.coalition

Coalition ID.

Core.Point#COORDINATE WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

#number WEAPON.country

Country ID.

DCS#Desc WEAPON.desc

Descriptor table.

#number WEAPON.distIP

Distance in meters for the intercept point estimation.

#number WEAPON.dtTrack

Time step in seconds for tracking scheduler.

#table WEAPON.impactArg

Optional arguments for the impact callback function.

#boolean WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

#number WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

#function WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible

#boolean WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

#boolean WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

#number WEAPON.impactSmokeColor

Colour of impact point smoke.

DCS#Vec3 WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

Safe the last velocity of the weapon. This is needed to get the impact heading

DCS#Unit WEAPON.launcher

Launcher DCS unit.

#string WEAPON.launcherName

Name of launcher unit.

#string WEAPON.lid

Class id string for output to DCS log file.

#string WEAPON.name

Name of the weapon object.

DCS#Position3 WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

Wrapper.Unit#UNIT WEAPON.target

Last known target.

#table WEAPON.trackArg

Optional arguments for the track callback function.

#function WEAPON.trackFunc

Callback function when weapon is tracked and alive.

#number WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

#boolean WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

#string WEAPON.typeName

Type name of the weapon.

DCS#Vec3 WEAPON.vec3

Last known 3D position vector of the tracked weapon.

#number WEAPON.verbose

Verbosity level.

#string WEAPON.version

WEAPON class version.

DCS#Weapon WEAPON.weapon

The DCS weapon object.

Function(s)

Add cargo.

Defined in:

Parameter:

Return value:

Get cargo item count.

Defined in:

Return value:

Destroys the POSITIONABLE.

Defined in:

Parameter:

#boolean GenerateEvent

(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.

Return value:

#nil:

The DCS Unit is not existing or alive.

Usages:

  • 
    Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
    Helicopter = UNIT:FindByName( "Helicopter" )
    Helicopter:Destroy( true )
    
  • -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
    Tanks = UNIT:FindByName( "Tanks" )
    Tanks:Destroy( true )
    
  • -- Ship unit example: destroy the Ship silently.
    Ship = STATIC:FindByName( "Ship" )
    Ship:Destroy()
    
  • -- Destroy without event generation example.
    Ship = STATIC:FindByName( "Boat" )
    Ship:Destroy( false ) -- Don't generate an event upon destruction.
    

Triggers an explosion at the coordinates of the positionable.

Defined in:

Parameters:

#number power

Power of the explosion in kg TNT. Default 100 kg TNT.

#number delay

(Optional) Delay of explosion in seconds.

Return value:

Signal a flare at the position of the POSITIONABLE.

Signal a green flare at the position of the POSITIONABLE.

Signal a red flare at the position of the POSITIONABLE.

Signal a white flare at the position of the POSITIONABLE.

Signal a yellow flare at the position of the POSITIONABLE.

Returns the indicated airspeed (IAS).

The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.

Defined in:

Parameter:

#number oatcorr

(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).

Return value:

#number:

IAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the true airspeed (TAS).

This is calculated from the current velocity minus wind in 3D.

Defined in:

Return value:

#number:

TAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the altitude above sea level of the POSITIONABLE.

Defined in:

Return values:

The altitude of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Angle of Attack of a POSITIONABLE.

Defined in:

Return values:

#number:

Angle of attack in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

Defined in:

Return value:

Get the bounding box of the underlying POSITIONABLE DCS Object.

Defined in:

Return values:

The bounding box of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Get the bounding radius of the underlying POSITIONABLE DCS Object.

Defined in:

Parameter:

#number MinDist

(Optional) If bounding box is smaller than this value, MinDist is returned.

Return values:

The bounding radius of the POSITIONABLE

#nil:

The POSITIONABLE is not existing or alive.

Get all contained cargo.

Get Cargo Bay Free Weight in kg.

Defined in:

Return value:

#number:

CargoBayFreeWeight

Get Cargo Bay Weight Limit in kg.

Defined in:

Return value:

#number:

Max cargo weight in kg.

Returns the climb or descent angle of the POSITIONABLE.

Defined in:

Return values:

#number:

Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.

#nil:

The POSITIONABLE is not existing or alive.

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.

Defined in:

Return value:

A reference to the COORDINATE object of the POSITIONABLE.

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return value:

A new COORDINATE object of the POSITIONABLE.

Returns the DCS object.

Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.

Defined in:

Return value:

The DCS object.

Returns the horizonal speed relative to eath's surface.

The vertical component of the velocity vector is projected out (set to zero).

Defined in:

Return value:

#number:

Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the POSITIONABLE heading in degrees.

Defined in:

Return values:

#number:

The POSITIONABLE heading in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE height above sea level in meters.

Defined in:

Return value:

Height of the positionable in meters (or nil, if the object does not exist).

Get the last assigned laser code

Defined in:

Return value:

#number:

The laser code

Returns a message with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Returns the message text with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return values:

#string:

The message text.

#nil:

The POSITIONABLE is not existing or alive.

Returns a message of a specified type with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

Core.Message#MESSAGE MessageType

MessageType The message type.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Get the object size.

Defined in:

Return values:

Max size of object in x, z or 0 if bounding box could not be obtained.

Length x or 0 if bounding box could not be obtained.

Height y or 0 if bounding box could not be obtained.

Width z or 0 if bounding box could not be obtained.

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

Defined in:

Parameters:

#number x

Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.

#number y

Offset "above" the unit in meters. Default 0 m.

#number z

Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.

Return value:

The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

Y orientation, i.e. vertical.

Z orientation, i.e. perpendicular to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

along the direction of movement.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

vertical orientation.

Defined in:

Return values:

Y orientation, i.e. vertical.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

perpendicular to direction of movement.

Defined in:

Return values:

Z orientation, i.e. perpendicular to movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns the pitch angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a pos3 table of the objects current position and orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. Coordinates are dependent on the position of the maps origin.

Defined in:

Return value:

Table consisting of the point and orientation tables.

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D position vectors of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message

Defined in:

Return value:

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Parameter:

#number Radius

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Usage:

-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

Inverse of POSITIONABLE.GetOffsetCoordinate.

Defined in:

Parameters:

#number x

Offset along the world x-axis in meters. Default 0 m.

#number y

Offset along the world y-axis in meters. Default 0 m.

#number z

Offset along the world z-axis in meters. Default 0 m.

Return value:

The relative COORDINATE with respect to the orientation of the POSITIONABLE.

Get relative velocity with respect to another POSITIONABLE.

Defined in:

Parameter:

#POSITIONABLE Positionable

Other POSITIONABLE.

Return value:

#number:

Relative velocity in m/s.

Returns the roll angle of a unit.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Get the Spot

Defined in:

Return value:

The Spot

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

Returns nil for ground or ship units.

Defined in:

Return value:

#number:

Descent number of soldiers that fit into the unit. Returns #nil for ground and ship units.

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Core.Velocity object from the POSITIONABLE.

Defined in:

Return values:

Velocity The Velocity object.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE velocity in km/h.

Defined in:

Return value:

#number:

The velocity in km/h.

Returns the POSITIONABLE velocity in knots.

Defined in:

Return value:

#number:

The velocity in knots.

Returns the POSITIONABLE velocity in meters per second.

Defined in:

Return value:

#number:

The velocity in meters per second.

Returns the POSITIONABLE velocity Vec3 vector.

Defined in:

Return values:

The velocity Vec3 vector

#nil:

The POSITIONABLE is not existing or alive.

Returns the yaw angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Yaw angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns if carrier has given cargo.

Defined in:

Parameter:

Cargo

Return value:

Returns true if the POSITIONABLE is in the air.

Polymorphic, is overridden in GROUP and UNIT.

Defined in:

Return values:

#boolean:

true if in the air.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the Positionable is located above a runway.

Defined in:

Return values:

#boolean:

true if Positionable is above a runway.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an air category.

If the unit is a helicopter or a plane, then this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Air category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an ground category.

If the unit is a ground vehicle or infantry, this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Ground category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns true if the unit is within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is within the Core.Zone#ZONE_BASE

Check if the POSITIONABLE is lasing a target.

Defined in:

Return value:

#boolean:

true if it is lasing a target

Returns true if the unit is not within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is not within the Core.Zone#ZONE_BASE

Returns if the unit is of ship category.

Defined in:

Return values:

#boolean:

Ship category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is a submarine.

Defined in:

Return value:

#boolean:

Submarines attributes result.

Start Lasing a COORDINATE.

Defined in:

Parameters:

The coordinate where the lase is pointing at.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Stop Lasing a POSITIONABLE.

Start Lasing a POSITIONABLE.

Defined in:

Parameters:

#POSITIONABLE Target

The target to lase.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Send a message to the players in the Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to all coalitions.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the blue coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a client.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

The client object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the red coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_GROUP.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_GROUP MessageSetGroup

The SET_GROUP collection receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_UNIT.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_UNIT MessageSetUnit

The SET_UNIT collection receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a Wrapper.Unit.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Unit#UNIT MessageUnit

The UNIT object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message of a message type to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.

Create a new POSITIONABLE from a DCSPositionable

Defined in:

Parameter:

#string PositionableName

The POSITIONABLE name

Return value:

Remove cargo.

Defined in:

Parameter:

Return value:

Set Cargo Bay Weight Limit in kg.

Defined in:

Parameter:

#number WeightLimit

(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.

Smoke the POSITIONABLE.

Defined in:

Parameters:

The smoke color.

#number Range

The range in meters to randomize the smoking around the POSITIONABLE.

#number AddHeight

The height in meters to add to the altitude of the POSITIONABLE.

Smoke the POSITIONABLE Blue.

Smoke the POSITIONABLE Green.

Smoke the POSITIONABLE Orange.

Smoke the POSITIONABLE Red.

Smoke the POSITIONABLE White.

Field(s)

#string WEAPON.ClassName

Name of the class.

#number WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

#number WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

#number WEAPON.coalition

Coalition ID.

Core.Point#COORDINATE WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

#number WEAPON.country

Country ID.

DCS#Desc WEAPON.desc

Descriptor table.

#number WEAPON.distIP

Distance in meters for the intercept point estimation.

#number WEAPON.dtTrack

Time step in seconds for tracking scheduler.

#table WEAPON.impactArg

Optional arguments for the impact callback function.

#boolean WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

#number WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

#function WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible

#boolean WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

#boolean WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

#number WEAPON.impactSmokeColor

Colour of impact point smoke.

DCS#Vec3 WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

Safe the last velocity of the weapon. This is needed to get the impact heading

DCS#Unit WEAPON.launcher

Launcher DCS unit.

#string WEAPON.launcherName

Name of launcher unit.

#string WEAPON.lid

Class id string for output to DCS log file.

#string WEAPON.name

Name of the weapon object.

DCS#Position3 WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

Wrapper.Unit#UNIT WEAPON.target

Last known target.

#table WEAPON.trackArg

Optional arguments for the track callback function.

#function WEAPON.trackFunc

Callback function when weapon is tracked and alive.

#number WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

#boolean WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

#string WEAPON.typeName

Type name of the weapon.

DCS#Vec3 WEAPON.vec3

Last known 3D position vector of the tracked weapon.

#number WEAPON.verbose

Verbosity level.

#string WEAPON.version

WEAPON class version.

DCS#Weapon WEAPON.weapon

The DCS weapon object.

Function(s)

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

Defined in:

Return value:

#string:

The CallSign of the IDENTIFIABLE.

Returns object category of the DCS Identifiable.

One of

  • Object.Category.UNIT = 1
  • Object.Category.WEAPON = 2
  • Object.Category.STATIC = 3
  • Object.Category.BASE = 4
  • Object.Category.SCENERY = 5
  • Object.Category.Cargo = 6

Defined in:

Return value:

The category ID, i.e. a number.

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

Defined in:

Return value:

#string:

The DCS Identifiable Category Name

Returns coalition of the Identifiable.

Defined in:

Return value:

The side of the coalition or #nil The DCS Identifiable is not existing or alive.

Returns the name of the coalition of the Identifiable.

Defined in:

Return values:

#string:

The name of the coalition.

#nil:

The DCS Identifiable is not existing or alive.

Returns country of the Identifiable.

Defined in:

Return value:

The country identifier or #nil The DCS Identifiable is not existing or alive.

Returns country name of the Identifiable.

Defined in:

Return value:

#string:

Name of the country.

Returns Identifiable descriptor.

Descriptor type depends on Identifiable category.

Defined in:

Return value:

The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.

Returns DCS Identifiable object name.

The function provides access to non-activated objects too.

Defined in:

Return value:

#string:

The name of the DCS Identifiable or #nil.

Gets the threat level.

Defined in:

Return values:

#number:

Threat level.

#string:

Type.

Returns the type name of the DCS Identifiable.

Defined in:

Return value:

#string:

The type name of the DCS Identifiable.

Check if the Object has the attribute.

Defined in:

Parameter:

#string AttributeName

The attribute name.

Return value:

#boolean:

true if the attribute exists or #nil The DCS Identifiable is not existing or alive.

Returns if the Identifiable is alive.

If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.

Defined in:

Return value:

#boolean:

true if Identifiable is alive or #nil if the Identifiable is not existing or is not alive.

Create a new IDENTIFIABLE from a DCSIdentifiable

Defined in:

Parameter:

#string IdentifiableName

The DCS Identifiable name

Return value:

Field(s)

#string WEAPON.ClassName

Name of the class.

#number WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

#number WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

#number WEAPON.coalition

Coalition ID.

Core.Point#COORDINATE WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

#number WEAPON.country

Country ID.

DCS#Desc WEAPON.desc

Descriptor table.

#number WEAPON.distIP

Distance in meters for the intercept point estimation.

#number WEAPON.dtTrack

Time step in seconds for tracking scheduler.

#table WEAPON.impactArg

Optional arguments for the impact callback function.

#boolean WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

#number WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

#function WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible

#boolean WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

#boolean WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

#number WEAPON.impactSmokeColor

Colour of impact point smoke.

DCS#Vec3 WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

Safe the last velocity of the weapon. This is needed to get the impact heading

DCS#Unit WEAPON.launcher

Launcher DCS unit.

#string WEAPON.launcherName

Name of launcher unit.

#string WEAPON.lid

Class id string for output to DCS log file.

#string WEAPON.name

Name of the weapon object.

DCS#Position3 WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

Wrapper.Unit#UNIT WEAPON.target

Last known target.

#table WEAPON.trackArg

Optional arguments for the track callback function.

#function WEAPON.trackFunc

Callback function when weapon is tracked and alive.

#number WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

#boolean WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

#string WEAPON.typeName

Type name of the weapon.

DCS#Vec3 WEAPON.vec3

Last known 3D position vector of the tracked weapon.

#number WEAPON.verbose

Verbosity level.

#string WEAPON.version

WEAPON class version.

DCS#Weapon WEAPON.weapon

The DCS weapon object.

Function(s)

Destroys the OBJECT.

Defined in:

Return value:

#boolean:

Returns true if the object is destroyed or #nil if the object is nil.

Returns the unit's unique identifier.

Defined in:

Return value:

ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.

Create a new OBJECT from a DCSObject

Defined in:

Parameter:

DCS#Object ObjectName

The Object name

Return value:

self

Field(s)

#string WEAPON.ClassName

Name of the class.

#number WEAPON.category

Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).

#number WEAPON.categoryMissile

Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).

#number WEAPON.coalition

Coalition ID.

Core.Point#COORDINATE WEAPON.coordinate

Coordinate object of the weapon. Can be used in other classes.

#number WEAPON.country

Country ID.

DCS#Desc WEAPON.desc

Descriptor table.

#number WEAPON.distIP

Distance in meters for the intercept point estimation.

#number WEAPON.dtTrack

Time step in seconds for tracking scheduler.

#table WEAPON.impactArg

Optional arguments for the impact callback function.

#boolean WEAPON.impactDestroy

If true, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.

#number WEAPON.impactDestroyDist

Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.

#function WEAPON.impactFunc

Callback function for weapon impact.

WEAPON.impactHeading

Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible

#boolean WEAPON.impactMark

If true, the impact point is marked on the F10 map. Requires tracking to be started.

#boolean WEAPON.impactSmoke

If true, the impact point is marked by smoke. Requires tracking to be started.

#number WEAPON.impactSmokeColor

Colour of impact point smoke.

DCS#Vec3 WEAPON.impactVec3

Impact 3D vector.

WEAPON.last_velocity

Safe the last velocity of the weapon. This is needed to get the impact heading

DCS#Unit WEAPON.launcher

Launcher DCS unit.

#string WEAPON.launcherName

Name of launcher unit.

#string WEAPON.lid

Class id string for output to DCS log file.

#string WEAPON.name

Name of the weapon object.

DCS#Position3 WEAPON.pos3

Last known 3D position and direction vector of the tracked weapon.

Wrapper.Unit#UNIT WEAPON.target

Last known target.

#table WEAPON.trackArg

Optional arguments for the track callback function.

#function WEAPON.trackFunc

Callback function when weapon is tracked and alive.

#number WEAPON.trackScheduleID

Tracking scheduler ID. Can be used to remove/destroy the scheduler function.

#boolean WEAPON.tracking

If true, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.

#string WEAPON.typeName

Type name of the weapon.

DCS#Vec3 WEAPON.vec3

Last known 3D position vector of the tracked weapon.

#number WEAPON.verbose

Verbosity level.

#string WEAPON.version

WEAPON class version.

DCS#Weapon WEAPON.weapon

The DCS weapon object.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Unknown precisely what creates this event, likely tied into newer damage model.

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when a player enters a slot and takes control of an aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit begins firing a weapon that has a high rate of fire.

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event